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44 行
1.6 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Math/Color/Desaturate")]
public class DesaturateNode : Function1Input, IGeneratesFunction
{
public DesaturateNode()
{
name = "Desaturate";
}
protected override string GetFunctionName()
{
return "unity_desaturate_" + precision;
}
protected override MaterialSlot GetInputSlot()
{
return new MaterialSlot(InputSlotId, GetInputSlotName(), kInputSlotShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero);
}
protected override MaterialSlot GetOutputSlot()
{
return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero);
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
outputString.AddShaderChunk(GetFunctionPrototype("arg1"), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk(precision+" intensity = "+precision+" (arg1.r * 0.3 + arg1.g * 0.59 + arg1.b * 0.11);", false);
outputString.AddShaderChunk("return " + precision + "3(intensity, intensity, intensity);", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}
}